diff --git a/src/Math/Easing.cs b/src/Math/Easing.cs new file mode 100644 index 0000000..ae118fa --- /dev/null +++ b/src/Math/Easing.cs @@ -0,0 +1,954 @@ +using MoonWorks.Math.Fixed; +using EasingFunctionFloat = System.Func; +using EasingFunctionFixed = System.Func; +using System.Collections.Generic; + +namespace MoonWorks.Math +{ + public static class Easing + { + private static float OutIn( + EasingFunctionFloat outFunc, + EasingFunctionFloat inFunc, + float start, + float end, + float time, + float duration + ) { + if (time < duration / 2) + { + return outFunc(start, end / 2, time * 2, duration); + } + else + { + return inFunc(start + (end / 2), end / 2, (time * 2) - duration, duration); + } + } + + private static Fix64 OutIn( + EasingFunctionFixed outFunc, + EasingFunctionFixed inFunc, + Fix64 start, + Fix64 end, + Fix64 time, + Fix64 duration + ) { + if (time < duration / 2) + { + return outFunc(start, end / 2, time * 2, duration); + } + else + { + return inFunc(start + (end / 2), end / 2, (time * 2) - duration, duration); + } + } + + /* GENERAL-USE FUNCTIONS */ + + public static float AttackHoldRelease( + float start, + float hold, + float end, + float time, + float attackDuration, + EasingFunctionFloat attackEasingFunction, + float holdDuration, + float releaseDuration, + EasingFunctionFloat releaseEasingFunction + ) { + if (time < attackDuration) + { + return attackEasingFunction.Invoke(start, hold, time, attackDuration); + } + else if (time >= attackDuration && time < holdDuration) + { + return hold; + } + else // time >= attackDuration + holdDuration + { + return releaseEasingFunction.Invoke(hold, end, time - holdDuration - attackDuration, releaseDuration); + } + } + + public static Fix64 AttackHoldRelease( + Fix64 start, + Fix64 hold, + Fix64 end, + Fix64 time, + Fix64 attackDuration, + EasingFunctionFixed attackEasingFunction, + Fix64 holdDuration, + Fix64 releaseDuration, + EasingFunctionFixed releaseEasingFunction + ) { + if (time < attackDuration) + { + return attackEasingFunction.Invoke(start, hold, time, attackDuration); + } + else if (time >= attackDuration && time < holdDuration) + { + return hold; + } + else // time >= attackDuration + holdDuration + { + return releaseEasingFunction.Invoke(hold, end, time - holdDuration - attackDuration, releaseDuration); + } + } + + /* EASING FUNCTIONS */ + + // LINEAR + + public static float Linear(float start, float end, float time, float duration) + { + return (end * (time / duration)) + start; + } + + public static Fix64 Linear(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + return (end * (time / duration)) + start; + } + + // QUADRATIC + + public static float InQuad(float start, float end, float time, float duration) + { + time /= duration; + return (end * (time * time)) + start; + } + + public static float OutQuad(float start, float end, float time, float duration) + { + time /= duration; + return (-end * time * (time - 2)) + start; + } + + public static float InOutQuad(float start, float end, float time, float duration) + { + time = time / duration * 2; + if (time < 1) + { + return (end / 2 * (time * time)) + start; + } + else + { + return (-end / 2 * (((time - 1) * (time - 3)) - 1)) + start; + } + } + + public static float OutInQuad(float start, float end, float time, float duration) => OutIn(OutQuad, InQuad, time, start, end, duration); + + public static Fix64 InQuad(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time /= duration; + return (end * (time * time)) + start; + } + + public static Fix64 OutQuad(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time /= duration; + return (-end * time * (time - 2)) + start; + } + + public static Fix64 InOutQuad(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time = time / duration * 2; + if (time < 1) + { + return (end / 2 * (time * time)) + start; + } + else + { + return (-end / 2 * (((time - 1) * (time - 3)) - 1)) + start; + } + } + + public static Fix64 OutInQuad(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutQuad, InQuad, time, start, end, duration); + + + // CUBIC + + public static float InCubic(float start, float end, float time, float duration) + { + time /= duration; + return (end * (time * time * time)) + start; + } + + public static float OutCubic(float start, float end, float time, float duration) + { + time = (time / duration) - 1; + return (end * ((time * time * time) + 1)) + start; + } + + public static float InOutCubic(float start, float end, float time, float duration) + { + time = time / duration * 2; + if (time < 1) + { + return (end / 2 * time * time * time) + start; + } + else + { + time -= 2; + return (end / 2 * ((time * time * time) + 2)) + start; + } + } + + public static float OutInCubic(float start, float end, float time, float duration) => OutIn(OutCubic, InCubic, start, end, time, duration); + + public static Fix64 InCubic(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time /= duration; + return (end * (time * time * time)) + start; + } + + public static Fix64 OutCubic(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time = (time / duration) - 1; + return (end * ((time * time * time) + 1)) + start; + } + + public static Fix64 InOutCubic(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time = time / duration * 2; + if (time < 1) + { + return (end / 2 * time * time * time) + start; + } + else + { + time -= 2; + return (end / 2 * ((time * time * time) + 2)) + start; + } + } + + public static Fix64 OutInCubic(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutCubic, InCubic, start, end, time, duration); + + // QUARTIC + + public static float InQuart(float start, float end, float time, float duration) + { + time /= duration; + return (end * (time * time * time * time)) + start; + } + + public static float OutQuart(float start, float end, float time, float duration) + { + time = (time / duration) - 1; + return (-end * ((time * time * time * time) - 1)) + start; + } + + public static float InOutQuart(float start, float end, float time, float duration) + { + time = time / duration * 2; + if (time < 1) + { + return (end / 2 * (time * time * time * time)) + start; + } + else + { + time -= 2; + return (-end / 2 * ((time * time * time * time) - 2)) + start; + } + } + + public static float OutInQuart(float start, float end, float time, float duration) => OutIn(OutQuart, InQuart, time, start, end, duration); + + public static Fix64 InQuart(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time /= duration; + return (end * (time * time * time * time)) + start; + } + + public static Fix64 OutQuart(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time = (time / duration) - 1; + return (-end * ((time * time * time * time) - 1)) + start; + } + + public static Fix64 InOutQuart(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time = time / duration * 2; + if (time < 1) + { + return (end / 2 * (time * time * time * time)) + start; + } + else + { + time -= 2; + return (-end / 2 * ((time * time * time * time) - 2)) + start; + } + } + + public static Fix64 OutInQuart(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutQuart, InQuart, time, start, end, duration); + + // QUINTIC + + public static float InQuint(float start, float end, float time, float duration) + { + time /= duration; + return (end * (time * time * time * time * time)) + start; + } + + public static float OutQuint(float start, float end, float time, float duration) + { + time = (time / duration) - 1; + return (end * ((time * time * time * time * time) + 1)) + start; + } + + public static float InOutQuint(float start, float end, float time, float duration) + { + time = time / duration * 2; + if (time < 1) + { + return (end / 2 * (time * time * time * time * time)) + start; + } + else + { + time -= 2; + return (end / 2 * ((time * time * time * time * time) + 2)) + start; + } + } + + public static float OutInQuint(float start, float end, float time, float duration) => OutIn(OutQuint, InQuint, time, start, end, duration); + + public static Fix64 InQuint(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time /= duration; + return (end * (time * time * time * time * time)) + start; + } + + public static Fix64 OutQuint(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time = (time / duration) - 1; + return (end * ((time * time * time * time * time) + 1)) + start; + } + + public static Fix64 InOutQuint(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time = time / duration * 2; + if (time < 1) + { + return (end / 2 * (time * time * time * time * time)) + start; + } + else + { + time -= 2; + return (end / 2 * ((time * time * time * time * time) + 2)) + start; + } + } + + public static Fix64 OutInQuint(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutQuint, InQuint, time, start, end, duration); + + + // SINE + + public static float InSine(float start, float end, float time, float duration) + { + return (-end * System.MathF.Cos(time / duration * (System.MathF.PI / 2))) + end + start; + } + + public static float OutSine(float start, float end, float time, float duration) + { + return (end * System.MathF.Sin(time / duration * (System.MathF.PI / 2))) + start; + } + + public static float InOutSine(float start, float end, float time, float duration) + { + return (-end / 2 * (System.MathF.Cos(System.MathF.PI * time / duration) - 1)) + start; + } + + public static float OutInSine(float start, float end, float time, float duration) => OutIn(OutSine, InSine, time, start, end, duration); + + public static Fix64 InSine(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + return (-end * Fix64.Cos((time / duration) * Fix64.PiOver2)) + end + start; + } + + public static Fix64 OutSine(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + return (end * Fix64.Sin((time / duration) * Fix64.PiOver2)) + start; + } + + public static Fix64 InOutSine(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + return (-end / 2 * (Fix64.Cos(Fix64.Pi * time / duration) - 1)) + start; + } + + public static Fix64 OutInSine(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutSine, InSine, time, start, end, duration); + + // EXPONENTIAL + + public static float InExpo(float start, float end, float time, float duration) + { + if (time == 0) + { + return start; + } + else + { + return (end * System.MathF.Pow(2, 10 * ((time / duration) - 1))) + start - (end * 0.001f); + } + } + + public static float OutExpo(float start, float end, float time, float duration) + { + if (time == duration) + { + return start + end; + } + else + { + return (end * 1.001f * (-System.MathF.Pow(2, -10 * time / duration) + 1)) + start; + } + } + + public static float InOutExpo(float start, float end, float time, float duration) + { + if (time == 0) { return start; } + if (time == duration) { return start + end; } + time = time / duration * 2; + if (time < 1) + { + return (end / 2 * System.MathF.Pow(2, 10 * (time - 1))) + start - (end * 0.0005f); + } + else + { + time--; + return (end / 2 * 1.0005f * (-System.MathF.Pow(2, -10 * time) + 2)) + start; + } + } + + public static float OutInExpo(float start, float end, float time, float duration) => OutIn(OutExpo, InExpo, time, start, end, duration); + + // TODO: need Fix64 power function for Expo + + // CIRCULAR + + public static float InCirc(float start, float end, float time, float duration) + { + time /= duration; + return (-end * (System.MathF.Sqrt(1 - (time * time)) - 1)) + start; + } + + public static float OutCirc(float start, float end, float time, float duration) + { + time = (time / duration) - 1; + return (end * System.MathF.Sqrt(1 - (time * time))) + start; + } + + public static float InOutCirc(float start, float end, float time, float duration) + { + time = time / duration * 2; + if (time < 1) + { + return (-end / 2 * (System.MathF.Sqrt(1 - (time * time)) - 1)) + start; + } + else + { + time -= 2; + return (end / 2 * (System.MathF.Sqrt(1 - (time * time)) + 1)) + start; + } + } + + public static float OutInCirc(float start, float end, float time, float duration) => OutIn(OutCirc, InCirc, time, start, end, duration); + + public static Fix64 InCirc(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time /= duration; + return (-end * (Fix64.Sqrt(1 - (time * time)) - 1)) + start; + } + + public static Fix64 OutCirc(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time = (time / duration) - 1; + return (end * Fix64.Sqrt(1 - (time * time))) + start; + } + + public static Fix64 InOutCirc(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time = time / duration * 2; + if (time < 1) + { + return (-end / 2 * (Fix64.Sqrt(1 - (time * time)) - 1)) + start; + } + else + { + time -= 2; + return (end / 2 * (Fix64.Sqrt(1 - (time * time)) + 1)) + start; + } + } + + public static Fix64 OutInCirc(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutCirc, InCirc, time, start, end, duration); + + // ELASTIC + + public static float InElastic(float start, float end, float time, float duration, float a, float p) + { + if (time == 0) { return start; } + + time /= duration; + + if (time == 1) { return start + end; } + + float s; + if (a < System.MathF.Abs(end)) + { + a = end; + s = p / 4; + } + else + { + s = p / (2 * System.MathF.PI) * System.MathF.Asin(end / a); + } + + time--; + + return -(a * System.MathF.Pow(2, 10 * time) * System.MathF.Sin(((time * duration) - s) * (2 * System.MathF.PI) / p)) + start; + } + + public static float InElastic(float start, float end, float time, float duration) => InElastic(start, end, time, duration, end, duration * 0.3f); + + public static float OutElastic(float start, float end, float time, float duration, float a, float p) + { + if (time == 0) { return start; } + + time /= duration; + + if (time == 1) { return start + end; } + + float s; + + if (a < System.MathF.Abs(end)) + { + a = end; + s = p / 4; + } + else + { + s = p / (2 * System.MathF.PI) * System.MathF.Asin(end / a); + } + + return (a * System.MathF.Pow(2, -10 * time) * System.MathF.Sin(((time * duration) - s) * (2 * System.MathF.PI) / p)) + end + start; + } + + public static float OutElastic(float start, float end, float time, float duration) => OutElastic(start, end, time, duration, end, duration * 0.3f); + + public static float InOutElastic(float start, float end, float time, float duration, float a, float p) + { + if (time == 0) { return start; } + + time = time / duration * 2; + + if (time == 2) { return start + end; } + + float s; + + if (a < System.MathF.Abs(end)) + { + a = end; + s = p / 4; + } + else + { + s = p / (2 * System.MathF.PI) * System.MathF.Asin(end / a); + } + + if (time < 1) + { + time--; + return (-0.5f * (a * System.MathF.Pow(2, 10 * time) * System.MathF.Sin(((time * duration) - s) * (2 * System.MathF.PI) / p))) + start; + } + else + { + time--; + return (a * System.MathF.Pow(2, -10 * time) * System.MathF.Sin(((time * duration) - s) * (2 * System.MathF.PI) / p) * 0.5f) + end + start; + } + } + + public static float InOutElastic(float start, float end, float time, float duration) => InOutElastic(start, end, time, duration, end, duration * 0.3f * 1.5f); + + public static float OutInElastic(float start, float end, float time, float duration, float a, float p) + { + if (time < duration / 2) + { + return OutElastic(time * 2, start, end / 2, duration, a, p); + } + else + { + return InElastic((time * 2) - duration, start + (end / 2), end / 2, duration, a, p); + } + } + + public static float OutInElastic(float start, float end, float time, float duration) => OutInElastic(start, end, time, duration, end, duration * 0.3f); + + // TODO: Need Fix64 Asin for elastic + + // BACK + + public static float InBack(float start, float end, float time, float duration, float s = 1.70158f) + { + time /= duration; + return (end * time * time * (((s + 1) * time) - s)) + start; + } + + public static float InBack(float start, float end, float time, float duration) => InBack(start, end, time, duration); + + public static float OutBack(float start, float end, float time, float duration, float s = 1.70158f) + { + time = (time / duration) - 1; + return (end * ((time * time * (((s + 1) * time) + s)) + 1)) + start; + } + + public static float OutBack(float start, float end, float time, float duration) => OutBack(start, end, time, duration); + + public static float InOutBack(float start, float end, float time, float duration, float s = 1.70158f) + { + s *= 1.525f; + time = time / duration * 2; + if (time < 1) + { + return (end / 2 * (time * time * (((s + 1) * time) - s))) + start; + } + else + { + time -= 2; + return (end / 2 * ((time * time * (((s + 1) * time) + s)) + 2)) + start; + } + } + + public static float InOutBack(float start, float end, float time, float duration) => InOutBack(start, end, time, duration); + + public static float OutInBack(float start, float end, float time, float duration, float s = 1.70158f) + { + if (time < duration / 2) + { + return OutBack(time * 2, start, end / 2, duration, s); + } + else + { + return InBack((time * 2) - duration, start + (end / 2), end / 2, duration, s); + } + } + + public static float OutInBack(float start, float end, float time, float duration) => OutInBack(start, end, time, duration); + + private static readonly Fix64 S_DEFAULT = Fix64.FromFraction(170158, 100000); + private static readonly Fix64 S_MULTIPLIER = Fix64.FromFraction(61, 40); + + public static Fix64 InBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration, Fix64 s) + { + time /= duration; + return (end * time * time * (((s + 1) * time) - s)) + start; + } + + public static Fix64 InBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => InBack(start, end, time, duration, S_DEFAULT); + + public static Fix64 OutBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration, Fix64 s) + { + time = (time / duration) - 1; + return (end * ((time * time * (((s + 1) * time) + s)) + 1)) + start; + } + + public static Fix64 OutBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutBack(start, end, time, duration, S_DEFAULT); + + public static Fix64 InOutBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration, Fix64 s) + { + s *= S_MULTIPLIER; + time = time / duration * 2; + if (time < 1) + { + return (end / 2 * (time * time * (((s + 1) * time) - s))) + start; + } + else + { + time -= 2; + return (end / 2 * ((time * time * (((s + 1) * time) + s)) + 2)) + start; + } + } + + public static Fix64 InOutBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => InOutBack(start, end, time, duration, S_DEFAULT); + + public static Fix64 OutInBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration, Fix64 s) + { + if (time < duration / 2) + { + return OutBack(time * 2, start, end / 2, duration, s); + } + else + { + return InBack((time * 2) - duration, start + (end / 2), end / 2, duration, s); + } + } + + public static Fix64 OutInBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutInBack(start, end, time, duration, S_DEFAULT); + + // BOUNCE + + public static float InBounce(float start, float end, float time, float duration) + { + return end - OutBounce(duration - time, 0, end, duration) + start; + } + + public static float OutBounce(float start, float end, float time, float duration) + { + time /= duration; + if (time < 1 / 2.75f) + { + return (end * (7.5625f * time * time)) + start; + } + else if (time < 2 / 2.75f) + { + time -= (1.5f / 2.75f); + return (end * ((7.5625f * time * time) + 0.75f)) + start; + } + else if (time < 2.5 / 2.75) + { + time -= (2.25f / 2.75f); + return (end * ((7.5625f * time * time) + 0.9375f)) + start; + } + else + { + time -= (2.625f / 2.75f); + return (end * ((7.5625f * time * time) + 0.984375f)) + start; + } + } + + public static float InOutBounce(float start, float end, float time, float duration) + { + if (time < duration / 2) + { + return (InBounce(time * 2, 0, end, duration) * 0.5f) + start; + } + else + { + return (OutBounce((time * 2) - duration, 0, end, duration) * 0.5f) + (end * 0.5f) + start; + } + } + + public static float OutInBounce(float start, float end, float time, float duration) => OutIn(OutBounce, InBounce, time, start, end, duration); + + private static readonly Fix64 BOUNCE_MULTIPLIER = Fix64.FromFraction(121, 16); + + public static Fix64 InBounce(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + return end - OutBounce(duration - time, Fix64.Zero, end, duration) + start; + } + + // FIXME: these constants are kinda gnarly, could maybe define them as static readonlys + public static Fix64 OutBounce(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + time /= duration; + if (time < Fix64.FromFraction(4, 11)) + { + return (end * (BOUNCE_MULTIPLIER * time * time)) + start; + } + else if (time < Fix64.FromFraction(8, 11)) + { + time -= Fix64.FromFraction(6, 11); + return (end * ((BOUNCE_MULTIPLIER * time * time) + Fix64.FromFraction(3, 4))) + start; + } + else if (time < Fix64.FromFraction(10, 11)) + { + time -= Fix64.FromFraction(9, 11); + return (end * ((BOUNCE_MULTIPLIER * time * time) + Fix64.FromFraction(15, 16))) + start; + } + else + { + time -= Fix64.FromFraction(21, 22); + return (end * ((BOUNCE_MULTIPLIER * time * time) + Fix64.FromFraction(63, 64))) + start; + } + } + + public static Fix64 InOutBounce(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) + { + if (time < duration / 2) + { + return (InBounce(time * 2, Fix64.Zero, end, duration) * Fix64.FromFraction(1, 2)) + start; + } + else + { + return (OutBounce((time * 2) - duration, Fix64.Zero, end, duration) * Fix64.FromFraction(1, 2)) + (end * Fix64.FromFraction(1, 2)) + start; + } + } + + public static Fix64 OutInBounce(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutBounce, InBounce, time, start, end, duration); + + public static class Function + { + public enum Float + { + Linear, + InQuad, + OutQuad, + InOutQuad, + OutInQuad, + InCubic, + OutCubic, + InOutCubic, + OutInCubic, + InQuart, + OutQuart, + InOutQuart, + OutInQuart, + InQuint, + OutQuint, + InOutQuint, + OutInQuint, + InSine, + OutSine, + InOutSine, + OutInSine, + InExpo, + OutExpo, + InOutExpo, + OutInExpo, + InCirc, + OutCirc, + InOutCirc, + OutInCirc, + InElastic, + OutElastic, + InOutElastic, + OutInElastic, + InBack, + OutBack, + InOutBack, + OutInBack, + InBounce, + OutBounce, + InOutBounce, + OutInBounce + } + + public enum Fixed + { + Linear, + InQuad, + OutQuad, + InOutQuad, + OutInQuad, + InCubic, + OutCubic, + InOutCubic, + OutInCubic, + InQuart, + OutQuart, + InOutQuart, + OutInQuart, + InQuint, + OutQuint, + InOutQuint, + OutInQuint, + InSine, + OutSine, + InOutSine, + OutInSine, + InCirc, + OutCirc, + InOutCirc, + OutInCirc, + InBack, + OutBack, + InOutBack, + OutInBack, + InBounce, + OutBounce, + InOutBounce, + OutInBounce + } + + private static Dictionary FloatLookup = new Dictionary + { + { Float.Linear, Linear }, + { Float.InQuad, InQuad }, + { Float.OutQuad, OutQuad }, + { Float.InOutQuad, InOutQuad }, + { Float.OutInQuad, OutInQuad }, + { Float.InCubic, InCubic }, + { Float.OutCubic, OutCubic }, + { Float.InOutCubic, InOutCubic }, + { Float.OutInCubic, OutInCubic }, + { Float.InQuart, InQuart }, + { Float.OutQuart, OutQuart }, + { Float.InOutQuart, InOutQuart }, + { Float.OutInQuart, OutInQuart }, + { Float.InQuint, InQuint }, + { Float.OutQuint, OutQuint }, + { Float.InOutQuint, InOutQuint }, + { Float.OutInQuint, OutInQuint }, + { Float.InSine, InSine }, + { Float.OutSine, OutSine }, + { Float.InOutSine, InOutSine }, + { Float.OutInSine, OutInSine }, + { Float.InExpo, InExpo }, + { Float.OutExpo, OutExpo }, + { Float.InOutExpo, InOutExpo }, + { Float.OutInExpo, OutInExpo }, + { Float.InCirc, InCirc }, + { Float.OutCirc, OutCirc }, + { Float.InOutCirc, InOutCirc }, + { Float.OutInCirc, OutInCirc }, + { Float.InElastic, InElastic }, + { Float.OutElastic, OutElastic }, + { Float.InOutElastic, InOutElastic }, + { Float.OutInElastic, OutInElastic }, + { Float.InBack, InBack }, + { Float.OutBack, OutBack }, + { Float.InOutBack, InOutBack }, + { Float.OutInBack, OutInBack }, + { Float.InBounce, InBounce }, + { Float.OutBounce, OutBounce }, + { Float.InOutBounce, InOutBounce }, + { Float.OutInBounce, OutInBounce } + }; + + private static Dictionary FixedLookup = new Dictionary + { + { Fixed.Linear, Linear }, + { Fixed.InQuad, InQuad }, + { Fixed.OutQuad, OutQuad }, + { Fixed.InOutQuad, InOutQuad }, + { Fixed.OutInQuad, OutInQuad }, + { Fixed.InCubic, InCubic }, + { Fixed.OutCubic, OutCubic }, + { Fixed.InOutCubic, InOutCubic }, + { Fixed.OutInCubic, OutInCubic }, + { Fixed.InQuart, InQuart }, + { Fixed.OutQuart, OutQuart }, + { Fixed.InOutQuart, InOutQuart }, + { Fixed.OutInQuart, OutInQuart }, + { Fixed.InQuint, InQuint }, + { Fixed.OutQuint, OutQuint }, + { Fixed.InOutQuint, InOutQuint }, + { Fixed.OutInQuint, OutInQuint }, + { Fixed.InSine, InSine }, + { Fixed.OutSine, OutSine }, + { Fixed.InOutSine, InOutSine }, + { Fixed.OutInSine, OutInSine }, + { Fixed.InCirc, InCirc }, + { Fixed.OutCirc, OutCirc }, + { Fixed.InOutCirc, InOutCirc }, + { Fixed.OutInCirc, OutInCirc }, + { Fixed.InBack, InBack }, + { Fixed.OutBack, OutBack }, + { Fixed.InOutBack, InOutBack }, + { Fixed.OutInBack, OutInBack }, + { Fixed.InBounce, InBounce }, + { Fixed.OutBounce, OutBounce }, + { Fixed.InOutBounce, InOutBounce }, + { Fixed.OutInBounce, OutInBounce } + }; + + public static EasingFunctionFloat Get(Float functionEnum) + { + return FloatLookup[functionEnum]; + } + + public static EasingFunctionFixed Get(Fixed functionEnum) + { + return FixedLookup[functionEnum]; + } + } + } +}